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  • In the mean time, I recommend you check the following places: VPW2 Freem, AKI Outsiders or MPire Mall Discord servers. If you really don't like Discord, there is the r/N64WrestlingGames subreddit, but there's no active development of mods/hacks there. Sean O'Connor's Youtube Channel is also recommended.

Extend Animations ( Addy's & Requirements inside )

D

Deleted User

Crowd Member
Credit:tokidoim
OK, here's one that people have been trying to hack on this game engine for Literally years. Extending the length of an animation:

There's 3 requirements to do this.

1: The animation must be able to animate until you want it to end. The value at 8106 B466 counts down by 0062 until it reaches 0000. When the value equals 0000, the player will freeze until the end of the animation. Normally the value will reach 0000 exactly when the animation ends. To allow P1 to animate longer than normal, there must be a value greater than 0000, so:

D106 B454 ???? : When P1 animation is ????
8016 B466 FFFF : animation can continue indefinitely

2: The animation must not end when it is scheduled to. The value at 8115 AF52 counts down by 0001 until it reaches 0000. When the value equals 0000, the animation will end and the game engine will begin the next animation. To force the animation to last longer, use the in-game animation addy : D115 AF56 , and the in-game frame count addy: D115 AF54 like this:

D115 AF56 ???? : When P1 animation is ????
D115 AF54 ???? : and frame count is ????
8115 AF52 ???? : there are ???? frames left in animation.

Check in the mem ed at some point between the last splice and the end of the animation to get the values. Whatever value you find at 8115 AF52, just add to it the number of frames you want the animation to continue.

3: If the in-game Frame count addy exceeds the number of frames in the animation, the player will not animate. As of right now, I don't know what the game uses to tell it how many frames are supposed to be in the animation, but I've got some ideas on how to find it. Until I do , you can use this format to continue animation. Using the same values as in part 2:

D115 AF56 ???? : When P1 animation is ????
D115 AF54 ???? + 0002 : And frame count is same as in part 2 + 0002
8115 AF54 ???? + 0001 : Frame count goes back by 0001

The values you use here can vary. The things you want to remember are that you don't want to change the frame count back to a value that will cause an animation to be re-spliced, and you don't want to change the frame count back to the value you used to extend the animation ( in part 2 ). Remember also that the value will continue to count back up. For the format I used here, let's assume that you made your last splice on frame 50. After yor last splice you went into the mem editor and checked the value at 8115 AF54 and it was 0055. You used this value in Pt 2 as an activator to add frames onto the animation. Now in Pt 3 you use it to prevent the frame count from going past the last frame.
D115 AF56 ???? : When P1 animation is ????
D115 AF54 0057 : and frame count is 0057
8115 AF54 0056 : frame count returns to 0056
 
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